Developing for multiple devices and OS versions might seem tricky, but it’s easier if you build a comprehensive module to detect different hardware models. This week’s tutorial steps you through the entire process, allowing you to modify both content and capabilities depending on the actual device. Read further to learn how it’s done!
Category: Corona SDK
If you’ve been looking at the Corona daily build summaries over the past month, you might have been wondering what this mysterious “Project Gluon” is all about. And for that matter, what is a gluon?
Well it’s all related to what I mentioned in my previous post about offering more 3rd party services.
A common question people ask when developing mobile apps is, “How do I support all of these different devices?” For iOS alone, we now have three basic screen “shapes” to contend with, in addition to multiple resolutions. Android phones/tablets, Kindle, and Nook add even more. Corona veteran and team member Rob Miracle shows you how to overcome this obstacle using a comprehensive, logical configuration file.
This week’s tutorial introduces Corona’s new “physics contact”, a method that allows you to access a specific collision — and four new properties pertaining to it — before the collision actually occurs. Among other applications, this can be used to solve the classic “one-sided platform” in 2D platformer games such as Super Mario Brothers, Doodle Jump, and more.
Cyber Monday is here and Corona Labs is celebrating with the biggest promotion we’ve offered yet. For Corona developers, designers, illustrators and creatives: here’s your chance to purchase Corona SDK and snag Kwik 2, a super popular Photoshop plugin, at a bargain!
Purchase a Corona SDK Pro subscription on Monday, November 26, 2012, and receive 60% off on a Kwik 2 license ($150 in savings).
Today, the latest Corona public release is available for download to developers everywhere!
There’s a ton of features, improvements and bug fixes. You can read about them here in the 2012.970 release notes.
The mobile industry has established a pattern of releasing devices in the Fall in preparation for the holiday season. This season we saw the iPhone 5, Kindle Fire HD 7″ and 8.9″, Nook HD and HD+, and iPad Mini. That’s a lot of devices!
Consequently, our biggest focus this time around was on all the new devices and the OS updates that go along with them. Leading up to this public release, we’ve been pumping out daily builds in real time.
Predetermining your transition “frames” is another useful trick if you want to squeeze every ounce of performance out of your code. This week’s tutorial from Corona veteran Omid Ahourai shows you exactly how with the implementation of his custom “AK-tween” library.
So I owe you a story on notifications on Android and Corona which is essentially a story on why cross-platform development is incredibly difficult.
Now if we were just a pure iOS platform, we’d be pumping out features very quickly. However, we also support Android. And actually, if we count our desktop app, Corona Simulator, we also support Mac and Windows.
Of all four OSs, Android really slows down our development. Internally, we have a rule of thumb that features on Android take at least 5-10 times longer. There are two main reasons…
It’s been such a whirlwind week that I’ve only now been able to sit down and write this post!
Today’s announcement about Electronic Arts and Corona is just the beginning. We’ve got some more kick-ass stuff on the way.
At the same time, engineering is forging ahead. It looks like the season of new devices (Kindle HD, NOOK HD, iPhone 5, iPad Mini) had ended, so we are going to push out a new public release.